Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -1,24 +0,0 @@
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#include "Common.h"
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#include "Core/System.h"
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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ExplosionEffectSystem(SystemParams params)
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: System(params)
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, PureSystem("ExplosionEffect")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override
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{
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if ((double)component["TimeSinceDeath"] > (double)component["ExplosionDuration"]) {
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(double)component["TimeSinceDeath"] = 0.f;
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}
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(double&)component["TimeSinceDeath"] += dt;
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//if ((bool)Component["Gravity"] == true) {
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// (bool)Component["ExponentialAccelaration"] = false;
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//}
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}
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};
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+11
-5
@@ -1,6 +1,8 @@
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#ifndef Game_h__
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#define Game_h__
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#include <boost/program_options.hpp>
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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@@ -14,7 +16,7 @@
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#include "Core/EKeyDown.h"
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#include "Core/EntityFilePreprocessor.h"
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#include "Core/SystemPipeline.h"
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#include "ExplosionEffectSystem.h"
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#include "Systems/ExplosionEffectSystem.h"
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#include "Editor/EditorSystem.h"
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#include "Core/EntityFile.h"
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#include "Rendering/RenderSystem.h"
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@@ -42,7 +44,9 @@ public:
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void Tick();
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private:
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double m_LastTime;
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std::string m_NetworkAddress;
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int m_NetworkPort;
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ConfigFile* m_Config = nullptr;
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EventBroker* m_EventBroker;
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IRenderer* m_Renderer;
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@@ -55,13 +59,15 @@ private:
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Octree<EntityAABB>* m_OctreeFrustrumCulling;
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SystemPipeline* m_SystemPipeline;
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RenderFrame* m_RenderFrame;
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Network* m_Network = nullptr;
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Client* m_NetworkClient = nullptr;
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Server* m_NetworkServer = nullptr;
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SoundSystem* m_SoundSystem;
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double m_LastTime;
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bool m_IsClient = false;
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bool m_IsServer = false;
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// Sound
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SoundSystem* m_SoundSystem;
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int parseArgs(int argc, char* argv[]);
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};
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#endif
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@@ -0,0 +1,25 @@
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#ifndef MultiplayerSnapshotFilter_h__
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#define MultiplayerSnapshotFilter_h__
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#include "Core/EventBroker.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/SnapshotFilter.h"
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#include "Network/EInterpolate.h"
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class MultiplayerSnapshotFilter : public SnapshotFilter
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{
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public:
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MultiplayerSnapshotFilter(EventBroker* eventBroker);
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virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component) override;
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private:
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EventBroker* m_EventBroker;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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EventRelay<MultiplayerSnapshotFilter, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned ePlayerSpawned);
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};
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#endif
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@@ -0,0 +1,18 @@
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#ifndef ExplosionEffectSystem_h__
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#define ExplosionEffectSystem_h__
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#include "Common.h"
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#include "Core/System.h"
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class ExplosionEffectSystem : public PureSystem
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{
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public:
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ExplosionEffectSystem(SystemParams params)
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: System(params)
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, PureSystem("ExplosionEffect")
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{ }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt) override;
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};
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#endif
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@@ -18,6 +18,13 @@
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class InterpolationSystem : public PureSystem
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{
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public:
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InterpolationSystem(SystemParams params);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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struct Transform
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{
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glm::vec3 Position;
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@@ -25,27 +32,22 @@ class InterpolationSystem : public PureSystem
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glm::quat Orientation;
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float interpolationTime;
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};
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public:
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InterpolationSystem(SystemParams params);
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~InterpolationSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& transform, double dt) override;
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private:
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std::unordered_map<EntityID, Transform> m_NextTransform;
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std::unordered_map<EntityID, Transform> m_LastReceivedTransform;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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//glm::vec3 vectorInterpolation(glm::vec3 prev, glm::vec3 next, double currentTime);
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template <typename T>
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T vectorInterpolation(T prev, T next, double currentTime)
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{
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T difference = next - prev;
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T vector = (difference / m_SnapshotInterval) * static_cast<float>(currentTime);
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T vector = difference * (static_cast<float>(currentTime) / m_SnapshotInterval);
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return vector;
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}
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float m_SnapshotInterval;
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EventRelay<InterpolationSystem, Events::Interpolate> m_EInterpolate;
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bool InterpolationSystem::OnInterpolate(const Events::Interpolate& e);
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bool InterpolationSystem::OnInterpolate(Events::Interpolate& e);
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EventRelay<InterpolationSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(Events::PlayerSpawned& e);
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};
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